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Latin factions are being outlawed? If you added the superfaction line in the descr_strat. Maybe you need to change the campaign script and remove the lines that make the latin factions protectorates of the Senate.
Also, feel free to ask these kinds of questions on Discord. I am more responsive there.
i have been adding roman units to them :D
What helped is the many factions seeking peace, for a price naturally. That is an excellent solution to help with the building of not only an effective army but also the infrastructure of the cities. Reduces the tedious wait period for the player. Excellent!
-Campaign AI improved
-Battle AI improved
-SPQR/Carthage diplomacy improved (also mostly addresses the issue of them attacking their own allies when hording)
-Lots of other script changes
so for balancing reasons i think its good as it is
@Fredericus I play the mod on Normal/Normal. If that is too easy. Then H/H or VH/VH are an option, but I recommend Normal. What faction are you playing as?
You can find your save files at: C:\Users\*****\AppData\Local\Feral Interactive\Total War ROME REMASTERED\VFS\Local\Rome\saves
I have fixed/rescued dozens of broken saves already.
@Fridericus That is mainly for the AI to progress the war in Sicily. Should it be less maybe? Thanks.
Well...I don't know about the other players and if they went further...as far as I'm concerned, for my game with the BRUTI FACTION, it was impossible to go beyond the 147th turn...crash and cloud to zero...I deleted levels, saved, and played considerably differently by making contrary decisions while continuing the same game but still crashed on the 147th turn.
Is that necessary? 1/2 stack is sufficient since they remain largely passive and do not conquer anything.
The Senate and Adirim have had their office seats reset to vanilla. Turns out the engine limits the player to holding a certain number of the lowest seats. So, by adding more seats, the player could never occupy the higher praetor/consul/censor/princeps senatus (pontifex maximus) positions. Anyway, so the Senate seats have been reset to vanilla for now.
Future short term updates will include better event spawn scripting to make them easier for the AI to handle. Also will add more units, adjust battle AI formations, and adjust how the campaign AI acts.
The big advantages of the Carthaginian armies should be the huge number of forces they can call upon and the massive number of specialist they can gather whilst simultaniously having acces to an array of barbarbian and civilized forces. The big disadvantages was a lack of permanent forces except during long conflicts (which should be represented by a lack of experience giving buildings...or at least only doing so later on)
to keep them from becoming to overpowered I would remove the armoured war elephant. (the vanilla Libian spearman and Punic spearman would basicaly be replaced by Thureophoroi and Thorakitai)
Iberian Baracks: iberian infantry and iberian Roundshield cavalry (TIER 2), Iberian scuttarii, longshield cavalry (?) (TIER 3) Baeleric slingers (TIER 4)
Gallic Baracks: Gallic spearman and Gallic light cavalry (TIER 3) Gallic swordsman and Noble Cavalry (TIER 4)
Temple to Baal: Sacred Band (Tier 3) Sacred Band Cavalry (TIER 4)
The idea is the baracks become available in more less chronogical order.
First Cartheginian citizens (easily available but rarely used exept in emergencies due to the cost), then African forces (for obvious reasons), Greek mercenaries and allies were quick to appear due to the sicilian wars, Iberian forces were next and became an extensive part of the armies due the conquests of the Barcas and finally the gauls.
I would suggest a barrack's system based on nationality rather than type.
For example most punic forces from the governor's villa: punic militia and punic hoplites (both immediatly available with the same stats as their Greek counterparts but much higher maintenance to represent the citizen soldiers who appeared during the invasion of the Carthaginian heartland)
African troops (mainly libians and numedians) from the african barracks: Libyan skirmishers and Libian militia (TIER 1) Libian tribal spears, libian slingers, Numidian archers and Numidian horsemen (with javelins) (TIER 2) African thureophoroi (with swords or spears) and elephants (TIER 3) African Thorakitai (with swords or spears), Numidian Noble Cavalry (with javelins) and war elephants (TIER 4)
@Lost_in_The_Abyss_1992 I will look into potential unit revamps for Carthage... The problem you are running into is actually the one of the popular reasons for why Carthage struggled in drawn out wars. Their armies were primarily allied troops or mercenaries. An amalgamation of greek/italic/iberian/libyan/gallic/etc. peoples who did not always get along and could not easily communicate with one another. Hannibal's 15 years in Italy failed to beat Rome because the Fabian strategy starved Hannibal of supply and manpower replenishment (can't draw more Iberians into the Iberian army if you aren't in Iberia).
PLEASE JOIN OUR DISCORD.
at this point their regular infantry is quite frankly to weak. iberian infantry is too fragile and libian spearmen give a good effort but they can barely hold hastati off, let alone principes.
I know that technically you can recruit their mercenary variant all over iberia, but I am someone who likes to see unit-numbers topped off before a campaign so having the possibility to retrain them (outside of Iberia) would be greatly appreciated
Indeed, I cringed at the loss of my playing time. But it would be wrong to criticize you..thanks to your time given to this game, you allow me to play with pleasure like a kid. Thanks again....
Since I have to start all over again, couldn't you consider revisiting (this very good idea) of a Hannibal in Italy, but with a real impact on the game?
His presence is short-lived (when in reality, he stayed 15 years in Italy) and he's too easy to defeat or disappears into the classic rebel units after a few turns... Couldn't you give him as much military experience as possible, as well as really solid infantry units to repel any Roman unit, and make him a real challenge for the player? This isn't a criticism, of course, just an idea.
Has anyone experienced it going this far?
Latest updates also added several units to Eastern factions and a mercenary Tribal Slinger unit in germanic/celtic regions. Also added roughly 120 names for various cultures (primarily to Judea).
Thanks for reporting errors in the Discord, y'all make Rome Expanded great to work on!
@Zolton- Generals may have different code names than the displayed name. This is because the engine doesn't allow us to start a game with duplicate character names in a family. So, if you have Bob (grandfather), Bob (father), and Bob (son). Then I had to code those names as Bob, Bob_A, Bob_B, etc.